Unity AI programming essentials /:
Unity is a powerful cross-platform game creation system that includes a game engine and integrated development environment (IDE). AI programming in Unity is a key task for any game developer as it gives you the ability to make computer characters think and behave like a living organism. This book fo...
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2014.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Unity is a powerful cross-platform game creation system that includes a game engine and integrated development environment (IDE). AI programming in Unity is a key task for any game developer as it gives you the ability to make computer characters think and behave like a living organism. This book focuses on the different AI tasks that are essential for game development using Unity. It includes topics such as defining "minds" for your characters with behavior trees. Furthermore, it covers more specialized AI tasks such as how to implement AI crowds and how to create driving AI for vehicles. We have a section dedicated to NavMesh, one of the most important aspects of pathfinding, that will show you how to customize the mesh generation to handle different use cases for different characters. This is a practical book as it uses several popular Unity plugins such as RAIN and React AI to accomplish different AI tasks |
Beschreibung: | "Use Unity3D, a popular game development ecosystem, to add relaistic AI to your games quickly and effortlessly." Includes index. |
Beschreibung: | 1 online resource (1 volume) : illustrations |
ISBN: | 9781783553563 1783553561 |
Internformat
MARC
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082 | 7 | |a 794.81526 | |
049 | |a MAIN | ||
100 | 1 | |a Bennett, Curtis, |e author. | |
245 | 1 | 0 | |a Unity AI programming essentials / |c Curtis Bennett, Dan Violet Sagmiller ; forward by Bill Klein. |
264 | 1 | |a Birmingham, UK : |b Packt Publishing, |c 2014. | |
300 | |a 1 online resource (1 volume) : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file | ||
490 | 1 | |a Community experience distilled | |
500 | |a "Use Unity3D, a popular game development ecosystem, to add relaistic AI to your games quickly and effortlessly." | ||
500 | |a Includes index. | ||
588 | 0 | |a Online resource; title from cover (Safari, viewed Janurary 21, 2014). | |
520 | |a Unity is a powerful cross-platform game creation system that includes a game engine and integrated development environment (IDE). AI programming in Unity is a key task for any game developer as it gives you the ability to make computer characters think and behave like a living organism. This book focuses on the different AI tasks that are essential for game development using Unity. It includes topics such as defining "minds" for your characters with behavior trees. Furthermore, it covers more specialized AI tasks such as how to implement AI crowds and how to create driving AI for vehicles. We have a section dedicated to NavMesh, one of the most important aspects of pathfinding, that will show you how to customize the mesh generation to handle different use cases for different characters. This is a practical book as it uses several popular Unity plugins such as RAIN and React AI to accomplish different AI tasks | ||
505 | 0 | |a Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Pathfinding; Overview; Quick Path AI; React AI; RAIN AI; Comparing AI solutions; Summary; Chapter 2: Patrolling; Quick Path AI; React AI; RAIN AI; Summary; Chapter 3: Behavior Trees ; Overview of behavior trees; RAIN node types; The behavior tree demo; Summary; Chapter 4: Crowd Chaos; Overview of crowd chaos; React AI; Setting up a scene with React; Building behavior trees in React; Setting up wandering characters with React; RAIN AI. | |
505 | 8 | |a RAIN AI custom wander scriptsPutting NPCs in the RAIN demo; Summary; Chapter 5: Crowd Control; An overview of crowd control; The Fame Crowd Simulation API; Setting up a scene with Fame; Setting up a group; Adding obstacles to Fame; Adding vector fields to Fame; ANT-Op; Summary; Chapter 6: Sensors and Activities; An overview of sensing; Advanced visual sensor settings; Advanced audio sensor settings; Using senses with RAIN; Setting up aspects in RAIN; Setting up a visual sensor in RAIN; Changing activities based on sensing; RAIN sensor filters; Summary; Chapter 7: Adaptation; An overview. | |
505 | 8 | |a RAIN's demoReacting to game events; Using RAIN's motor directly; Adding large game events; The React AI; Summary; Chapter 8: Attacking; Overview of attack AI; The attack demo; The chase and attack demo; Creating cover AI; Group attacks; Summary; Chapter 9: Driving; An overview of driving; Setting up a Smart Car vehicle; The Smart Car AI demo; Setting up a Unity test scene; Using Unity's built-in NavMesh system; Setting up waypoints; Adding obstacles to driving; Additional features; Adding brake zones and drift zones; Integrating with other AI systems; Summary; Chapter 10: Animation and AI. | |
505 | 8 | |a An overview of animationAI animation demo; Configuring RAIN animations; Using the animate node; RAIN and the Mecanim demo; Additional Mecanim nodes; Summary; Chapter 11: Advanced NavMesh Generation; An overview of a navigation mesh; Advanced NavMesh parameters; Culling areas; Multiple navigation meshes; Summary; Index. | |
546 | |a English. | ||
630 | 0 | 0 | |a Unity3D. |
650 | 0 | |a Three-dimensional imaging. |0 http://id.loc.gov/authorities/subjects/sh2001000478 | |
650 | 0 | |a Computer animation. |0 http://id.loc.gov/authorities/subjects/sh85029478 | |
650 | 0 | |a Digital computer simulation. |0 http://id.loc.gov/authorities/subjects/sh85037973 | |
650 | 0 | |a Artificial intelligence. |0 http://id.loc.gov/authorities/subjects/sh85008180 | |
650 | 2 | |a Imaging, Three-Dimensional |0 https://id.nlm.nih.gov/mesh/D021621 | |
650 | 2 | |a Computer Simulation |0 https://id.nlm.nih.gov/mesh/D003198 | |
650 | 2 | |a Artificial Intelligence |0 https://id.nlm.nih.gov/mesh/D001185 | |
650 | 6 | |a Imagerie tridimensionnelle. | |
650 | 6 | |a Animation par ordinateur. | |
650 | 6 | |a Simulation par ordinateur. | |
650 | 6 | |a Intelligence artificielle. | |
650 | 7 | |a three-dimensional. |2 aat | |
650 | 7 | |a computer animation. |2 aat | |
650 | 7 | |a simulation. |2 aat | |
650 | 7 | |a artificial intelligence. |2 aat | |
650 | 7 | |a GAMES |x Board. |2 bisacsh | |
650 | 7 | |a Artificial intelligence |2 fast | |
650 | 7 | |a Computer animation |2 fast | |
650 | 7 | |a Digital computer simulation |2 fast | |
650 | 7 | |a Three-dimensional imaging |2 fast | |
700 | 1 | |a Sagmiller, Dan Violet, |e author. | |
758 | |i has work: |a Unity AI Programming Essentials (Work) |1 https://id.oclc.org/worldcat/entity/E39PCYBfRdTWxHbdwt3ff8rdYq |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Bennett, Curtis. |t Unity AI programming essentials : Use Unity3D, a popular game development ecosystem, to add realistic AI to your games quickly and effortlessly. |d Birmingham, [England] : Packt Publishing, ©2014 |h iii, 144 pages |z 9781783553556 |
830 | 0 | |a Community experience distilled. |0 http://id.loc.gov/authorities/names/no2011030603 | |
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DE-BY-FWS_katkey | ZDB-4-EBA-ocn900882969 |
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adam_text | |
any_adam_object | |
author | Bennett, Curtis Sagmiller, Dan Violet |
author_facet | Bennett, Curtis Sagmiller, Dan Violet |
author_role | aut aut |
author_sort | Bennett, Curtis |
author_variant | c b cb d v s dv dvs |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | T - Technology |
callnumber-label | TA1560 |
callnumber-raw | TA1560 |
callnumber-search | TA1560 |
callnumber-sort | TA 41560 |
callnumber-subject | TA - General and Civil Engineering |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Pathfinding; Overview; Quick Path AI; React AI; RAIN AI; Comparing AI solutions; Summary; Chapter 2: Patrolling; Quick Path AI; React AI; RAIN AI; Summary; Chapter 3: Behavior Trees ; Overview of behavior trees; RAIN node types; The behavior tree demo; Summary; Chapter 4: Crowd Chaos; Overview of crowd chaos; React AI; Setting up a scene with React; Building behavior trees in React; Setting up wandering characters with React; RAIN AI. RAIN AI custom wander scriptsPutting NPCs in the RAIN demo; Summary; Chapter 5: Crowd Control; An overview of crowd control; The Fame Crowd Simulation API; Setting up a scene with Fame; Setting up a group; Adding obstacles to Fame; Adding vector fields to Fame; ANT-Op; Summary; Chapter 6: Sensors and Activities; An overview of sensing; Advanced visual sensor settings; Advanced audio sensor settings; Using senses with RAIN; Setting up aspects in RAIN; Setting up a visual sensor in RAIN; Changing activities based on sensing; RAIN sensor filters; Summary; Chapter 7: Adaptation; An overview. RAIN's demoReacting to game events; Using RAIN's motor directly; Adding large game events; The React AI; Summary; Chapter 8: Attacking; Overview of attack AI; The attack demo; The chase and attack demo; Creating cover AI; Group attacks; Summary; Chapter 9: Driving; An overview of driving; Setting up a Smart Car vehicle; The Smart Car AI demo; Setting up a Unity test scene; Using Unity's built-in NavMesh system; Setting up waypoints; Adding obstacles to driving; Additional features; Adding brake zones and drift zones; Integrating with other AI systems; Summary; Chapter 10: Animation and AI. An overview of animationAI animation demo; Configuring RAIN animations; Using the animate node; RAIN and the Mecanim demo; Additional Mecanim nodes; Summary; Chapter 11: Advanced NavMesh Generation; An overview of a navigation mesh; Advanced NavMesh parameters; Culling areas; Multiple navigation meshes; Summary; Index. |
ctrlnum | (OCoLC)900882969 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn900882969 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:26:26Z |
institution | BVB |
isbn | 9781783553563 1783553561 |
language | English |
oclc_num | 900882969 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (1 volume) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Packt Publishing, |
record_format | marc |
series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Bennett, Curtis, author. Unity AI programming essentials / Curtis Bennett, Dan Violet Sagmiller ; forward by Bill Klein. Birmingham, UK : Packt Publishing, 2014. 1 online resource (1 volume) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Community experience distilled "Use Unity3D, a popular game development ecosystem, to add relaistic AI to your games quickly and effortlessly." Includes index. Online resource; title from cover (Safari, viewed Janurary 21, 2014). Unity is a powerful cross-platform game creation system that includes a game engine and integrated development environment (IDE). AI programming in Unity is a key task for any game developer as it gives you the ability to make computer characters think and behave like a living organism. This book focuses on the different AI tasks that are essential for game development using Unity. It includes topics such as defining "minds" for your characters with behavior trees. Furthermore, it covers more specialized AI tasks such as how to implement AI crowds and how to create driving AI for vehicles. We have a section dedicated to NavMesh, one of the most important aspects of pathfinding, that will show you how to customize the mesh generation to handle different use cases for different characters. This is a practical book as it uses several popular Unity plugins such as RAIN and React AI to accomplish different AI tasks Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Pathfinding; Overview; Quick Path AI; React AI; RAIN AI; Comparing AI solutions; Summary; Chapter 2: Patrolling; Quick Path AI; React AI; RAIN AI; Summary; Chapter 3: Behavior Trees ; Overview of behavior trees; RAIN node types; The behavior tree demo; Summary; Chapter 4: Crowd Chaos; Overview of crowd chaos; React AI; Setting up a scene with React; Building behavior trees in React; Setting up wandering characters with React; RAIN AI. RAIN AI custom wander scriptsPutting NPCs in the RAIN demo; Summary; Chapter 5: Crowd Control; An overview of crowd control; The Fame Crowd Simulation API; Setting up a scene with Fame; Setting up a group; Adding obstacles to Fame; Adding vector fields to Fame; ANT-Op; Summary; Chapter 6: Sensors and Activities; An overview of sensing; Advanced visual sensor settings; Advanced audio sensor settings; Using senses with RAIN; Setting up aspects in RAIN; Setting up a visual sensor in RAIN; Changing activities based on sensing; RAIN sensor filters; Summary; Chapter 7: Adaptation; An overview. RAIN's demoReacting to game events; Using RAIN's motor directly; Adding large game events; The React AI; Summary; Chapter 8: Attacking; Overview of attack AI; The attack demo; The chase and attack demo; Creating cover AI; Group attacks; Summary; Chapter 9: Driving; An overview of driving; Setting up a Smart Car vehicle; The Smart Car AI demo; Setting up a Unity test scene; Using Unity's built-in NavMesh system; Setting up waypoints; Adding obstacles to driving; Additional features; Adding brake zones and drift zones; Integrating with other AI systems; Summary; Chapter 10: Animation and AI. An overview of animationAI animation demo; Configuring RAIN animations; Using the animate node; RAIN and the Mecanim demo; Additional Mecanim nodes; Summary; Chapter 11: Advanced NavMesh Generation; An overview of a navigation mesh; Advanced NavMesh parameters; Culling areas; Multiple navigation meshes; Summary; Index. English. Unity3D. Three-dimensional imaging. http://id.loc.gov/authorities/subjects/sh2001000478 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Digital computer simulation. http://id.loc.gov/authorities/subjects/sh85037973 Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 Imaging, Three-Dimensional https://id.nlm.nih.gov/mesh/D021621 Computer Simulation https://id.nlm.nih.gov/mesh/D003198 Artificial Intelligence https://id.nlm.nih.gov/mesh/D001185 Imagerie tridimensionnelle. Animation par ordinateur. Simulation par ordinateur. Intelligence artificielle. three-dimensional. aat computer animation. aat simulation. aat artificial intelligence. aat GAMES Board. bisacsh Artificial intelligence fast Computer animation fast Digital computer simulation fast Three-dimensional imaging fast Sagmiller, Dan Violet, author. has work: Unity AI Programming Essentials (Work) https://id.oclc.org/worldcat/entity/E39PCYBfRdTWxHbdwt3ff8rdYq https://id.oclc.org/worldcat/ontology/hasWork Print version: Bennett, Curtis. Unity AI programming essentials : Use Unity3D, a popular game development ecosystem, to add realistic AI to your games quickly and effortlessly. Birmingham, [England] : Packt Publishing, ©2014 iii, 144 pages 9781783553556 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=932931 Volltext |
spellingShingle | Bennett, Curtis Sagmiller, Dan Violet Unity AI programming essentials / Community experience distilled. Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Pathfinding; Overview; Quick Path AI; React AI; RAIN AI; Comparing AI solutions; Summary; Chapter 2: Patrolling; Quick Path AI; React AI; RAIN AI; Summary; Chapter 3: Behavior Trees ; Overview of behavior trees; RAIN node types; The behavior tree demo; Summary; Chapter 4: Crowd Chaos; Overview of crowd chaos; React AI; Setting up a scene with React; Building behavior trees in React; Setting up wandering characters with React; RAIN AI. RAIN AI custom wander scriptsPutting NPCs in the RAIN demo; Summary; Chapter 5: Crowd Control; An overview of crowd control; The Fame Crowd Simulation API; Setting up a scene with Fame; Setting up a group; Adding obstacles to Fame; Adding vector fields to Fame; ANT-Op; Summary; Chapter 6: Sensors and Activities; An overview of sensing; Advanced visual sensor settings; Advanced audio sensor settings; Using senses with RAIN; Setting up aspects in RAIN; Setting up a visual sensor in RAIN; Changing activities based on sensing; RAIN sensor filters; Summary; Chapter 7: Adaptation; An overview. RAIN's demoReacting to game events; Using RAIN's motor directly; Adding large game events; The React AI; Summary; Chapter 8: Attacking; Overview of attack AI; The attack demo; The chase and attack demo; Creating cover AI; Group attacks; Summary; Chapter 9: Driving; An overview of driving; Setting up a Smart Car vehicle; The Smart Car AI demo; Setting up a Unity test scene; Using Unity's built-in NavMesh system; Setting up waypoints; Adding obstacles to driving; Additional features; Adding brake zones and drift zones; Integrating with other AI systems; Summary; Chapter 10: Animation and AI. An overview of animationAI animation demo; Configuring RAIN animations; Using the animate node; RAIN and the Mecanim demo; Additional Mecanim nodes; Summary; Chapter 11: Advanced NavMesh Generation; An overview of a navigation mesh; Advanced NavMesh parameters; Culling areas; Multiple navigation meshes; Summary; Index. Unity3D. Three-dimensional imaging. http://id.loc.gov/authorities/subjects/sh2001000478 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Digital computer simulation. http://id.loc.gov/authorities/subjects/sh85037973 Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 Imaging, Three-Dimensional https://id.nlm.nih.gov/mesh/D021621 Computer Simulation https://id.nlm.nih.gov/mesh/D003198 Artificial Intelligence https://id.nlm.nih.gov/mesh/D001185 Imagerie tridimensionnelle. Animation par ordinateur. Simulation par ordinateur. Intelligence artificielle. three-dimensional. aat computer animation. aat simulation. aat artificial intelligence. aat GAMES Board. bisacsh Artificial intelligence fast Computer animation fast Digital computer simulation fast Three-dimensional imaging fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh2001000478 http://id.loc.gov/authorities/subjects/sh85029478 http://id.loc.gov/authorities/subjects/sh85037973 http://id.loc.gov/authorities/subjects/sh85008180 https://id.nlm.nih.gov/mesh/D021621 https://id.nlm.nih.gov/mesh/D003198 https://id.nlm.nih.gov/mesh/D001185 |
title | Unity AI programming essentials / |
title_auth | Unity AI programming essentials / |
title_exact_search | Unity AI programming essentials / |
title_full | Unity AI programming essentials / Curtis Bennett, Dan Violet Sagmiller ; forward by Bill Klein. |
title_fullStr | Unity AI programming essentials / Curtis Bennett, Dan Violet Sagmiller ; forward by Bill Klein. |
title_full_unstemmed | Unity AI programming essentials / Curtis Bennett, Dan Violet Sagmiller ; forward by Bill Klein. |
title_short | Unity AI programming essentials / |
title_sort | unity ai programming essentials |
topic | Unity3D. Three-dimensional imaging. http://id.loc.gov/authorities/subjects/sh2001000478 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Digital computer simulation. http://id.loc.gov/authorities/subjects/sh85037973 Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 Imaging, Three-Dimensional https://id.nlm.nih.gov/mesh/D021621 Computer Simulation https://id.nlm.nih.gov/mesh/D003198 Artificial Intelligence https://id.nlm.nih.gov/mesh/D001185 Imagerie tridimensionnelle. Animation par ordinateur. Simulation par ordinateur. Intelligence artificielle. three-dimensional. aat computer animation. aat simulation. aat artificial intelligence. aat GAMES Board. bisacsh Artificial intelligence fast Computer animation fast Digital computer simulation fast Three-dimensional imaging fast |
topic_facet | Unity3D. Three-dimensional imaging. Computer animation. Digital computer simulation. Artificial intelligence. Imaging, Three-Dimensional Computer Simulation Artificial Intelligence Imagerie tridimensionnelle. Animation par ordinateur. Simulation par ordinateur. Intelligence artificielle. three-dimensional. computer animation. simulation. artificial intelligence. GAMES Board. Artificial intelligence Computer animation Digital computer simulation Three-dimensional imaging |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=932931 |
work_keys_str_mv | AT bennettcurtis unityaiprogrammingessentials AT sagmillerdanviolet unityaiprogrammingessentials |